Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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108
_removed files/everunaquire.nss
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108
_removed files/everunaquire.nss
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//Script Name: onunaquireitem
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//////////////////////////////////////////
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//Created By: Genisys (Guile)
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//Created On: 3/05/08 (Update 8/10/08)
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/////////////////////////////////////////
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/*
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This script goes in the OnUnAquireItem
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Module Event in the Module Properties
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This script accurately nails a player
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for pick pocketing another player.
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It doesn't fire if they are pick
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pocketing anything but a player.
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The Tag Standard Bioware Tag-Based
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Scripting will still fire reguardless.
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*/
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////////////////////////////////////////
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//Required Include
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#include "x2_inc_switches"
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void main()
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{
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//IMPORTANT THIS MUST BE IN YOUR OnUnAcquireItem Module Event Script
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//This is a fix for the Inventory Organizing System!
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object oPC = GetModuleItemLostBy();
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if(GetLocalInt(oPC, "ORGANIZING")==1)
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{ return; }
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object oItem = GetModuleItemLost();
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object oRobbed;
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oRobbed = GetModuleItemLostBy();
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object oThief;
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oThief = GetModuleItemAcquiredBy();
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object oLost;
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oLost = GetModuleItemLost();
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object oFound;
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oFound = GetModuleItemAcquired();
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string sMsg;
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sMsg = "You can't pick player's pockets, it's not permitted!";
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//Let's make sure the thief is a PC, or continue on to the tag based scripting
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if (GetIsPC(oThief))
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{
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//Lets see if they have Pick Pocket Skills
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if(GetSkillRank(SKILL_PICK_POCKET, oThief, TRUE)>0)
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{
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//Lets make sure they took it from a PC and not an NPC or Monster.
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if(GetIsPC(oRobbed))
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{
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//Let's make sure the thief isn't crafting.
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if(oRobbed != oThief)
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{
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//Lets make sure the the thief is the one who disturbed the inventory
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//of the person who lost the item. (This needs to be tested thoroughly)
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// if(GetLastDisturbed()== oThief)
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//Delete the // Below and the // where } appears below as well to activate.
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// {
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//Give the item back, destroy the one they took, and kill the thief.
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ActionTakeItem(oFound, oThief);
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ActionGiveItem(oFound, oRobbed);
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SendMessageToPC(oThief, sMsg);
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effect eEffect;
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eEffect = EffectDeath();
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eEffect = SupernaturalEffect(eEffect);
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DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oThief));
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AssignCommand(oThief, SpeakString("I'm a thief!!", TALKVOLUME_SHOUT));
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//}
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}
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}
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}
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}
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//This script destroys all items dropped if not in combat (disarmed)
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//or if the item is put into a container in the module.
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//Simply place // before Execute to turn off.
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ExecuteScript("trashem",OBJECT_SELF);
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///////////////////////////////////////////////////////////////////////////
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//Your Code Goes here...
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///////////////////////////////////////////////////////////////////////////
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///////////STANDARD XP2 TAG BASED SCRIPTING CODE///////////////////////////
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//Tag Based Scripting Check
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if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
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{
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SetUserDefinedItemEventNumber(X2_ITEM_EVENT_UNACQUIRE);
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int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
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if (nRet == X2_EXECUTE_SCRIPT_END)
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{
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return;
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}
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}
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//Main Script End
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}
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